Here is my classroom resource presentation, where I gathered 10 commonly used phrases for use in the classroom.
Here is my final video recording myself in a 30-second video conversation.
Here is my classroom resource presentation, where I gathered 10 commonly used phrases for use in the classroom.
Here is my final video recording myself in a 30-second video conversation.
To complete my Goal 3, I finished the Speechling Phrasebook modules for basic expressions, basic questions, and basic answers. I also recorded a short video where I say 5 phrases from each module. Below is a screenshot of my completion and the video.

To satisfy my sub-goals 1 and 2, I completed the Speechling Foundations modules, which include numbers, calendar, nouns, verbs, and adjectives. Below is a screenshot showing my completion in the app and a video of me saying 5 words from each module.

Prodigy is an interactive math game set in a fantasy world, wrapped around curriculum-aligned math questions. Students follow a storyline, collect rewards, and interact with characters as they solve problems.
Research shows that game-based platforms like Prodigy can support mathematics achievement and engagement (Tokac, Novak, & Thompson, 2019). A recent study also found that Prodigy-based game learning is practical and effective in increasing students’ critical thinking and interest in learning math, helping them see math as more positive and engaging (Hamidah, Wijaya Kusuma, & Junariah, 2024).
Learn more about Prodigy on their website here.
Chen, C.-H., Shih, C.-C., & Law, V. (2020). The effects of competition in digital game-based learning (DGBL): a meta-analysis. Educational Technology Research and Development, 68(4), 1855–1873. https://doi.org/10.1007/s11423-020-09794-1
Hamidah, Wijaya kusuma, J., & Junariah. (2024). The Effect of The Prodigy-Assisted Game_Based_Learning Model On Critical Thinking And Interest. Jurnal Derivat, 11(2), 230–243. https://doi.org/10.31316/jderivat.v10i2.6595

This week, I began exploring my inquiry topic more deeply by reviewing several peer-reviewed articles and educator resources about game-based learning. One source was Game-Based Learning: Pros, Cons & Implementation Tips for Educators (Jordan Nisbety, 2034.), which linked to multiple research studies and reports that expanded my understanding of how teachers use games in classrooms and the challenges they face.
Gives some great research articles that I explored further:
The Level Up Learning survey (Games and Learning Publishing Council, 2014) collected data from 694 K–8 teachers across the United States to examine how digital games are used in instruction.
Some game based learning tools I would like to further explore are:
I reached out to past mentor teachers to ask if they use digital-based learning in their classrooms and their thoughts and opinions on the topic. I have not received an email back but will provide an update once I receive more information.
After further research into digital game-based learning, I want to include more game-based activities in my future classroom. Studies demonstrate the effectiveness of game-based learning in boosting student engagement and learning outcomes. Before introducing any game, I would spend time practicing and exploring the tool myself to ensure it matches my grade level, learning objectives, and classroom needs. Doing this helps ensure the games I choose are both meaningful and supportive of student success.

In week 3 in EDCI 339, we explored the foundations of online and open education, focusing on what makes digital learning effective and inclusive.
One of the key readings was the Digital Learning Framework created by Dr. Valerie Irvine and Dr. George Veletsianos for the BC Government. The framework was written during the early stages of the pandemic and outlined how BC could strengthen digital learning for the future.
It explained the importance of strong leadership, collaboration across institutions, and additional training for educators to teach online with confidence. It also highlighted the need to make digital learning accessible for everyone, including students in rural areas or those who need flexible options. One of the main takeaways was that many experienced “emergency remote teaching,” not authentic online learning. Real online education should be designed to promote inclusion, flexibility, and accessibility from the start.
This reading helped me understand how design and equity are central to effective online learning. Moving lessons online is not enough; educators must also consider how to engage all students and create meaningful learning experiences across different formats. The idea of “shifting the conversation” resonated with me, as it encourages viewing online education as an opportunity for growth rather than just a backup plan.
I also noticed how the framework connects to what we’re doing in this course. Forming pods to support each other’s inquiries reminded me of the framework’s emphasis on collaboration and community. It shows that le arning online can still be social and relational when designed thoughtfully.

After reflecting on this week’s learning, I want to bring these ideas into my future teaching. My goal is to design lessons that give students different ways to participate and show what they know, while making sure all learners feel supported and included.
As I start working with my pod on my Free Inquiry Project about game-based learning, these ideas will guide me in exploring how digital tools can boost engagement and inclusion in online spaces.

I chose this topic because, as a learner, I am motivated and engaged when there are competitions and games involved. I find I learn naturally when it’s in a game format. One example that comes to mind is Kahoot, a fun interactive game the class can participate in while learning at the same time. I wanted to explore whether game-based learning can improve academic outcomes in an online setting.
I plan to begin researching game-based learning by doing the following:
These upcoming steps will help me refine my inquiry questions by conducting research and reflecting on the topic.

The course blog also introduced Freedom of Information and Protection of Privacy (FIPPA) and Freedom of Information and Protection of Privacy Act (PIPA), reminding me that privacy isn’t just a policy issue but an ethical responsibility. As teachers, we should clearly explain what data is being used, why, and give students meaningful choices.
We also explored Creative Commons licensing, which is a non-profit organization that provides CC licenses and public domain tools to give every person and organization a way around copyright permission for creative and academic work.
After reading post, What Makes a Good Blog Post, I focused on how to implement this into my own blog posts. focused on adding hyperlinks, embedding visuals, and writing with a personal, authentic voice to make my posts engaging and accessible.

As I move toward Assignment #1, I’ll keep these lessons in mind, designing with privacy, consent, and openness in mind while creating online learning content.
Looking ahead to my future classroom, I can see myself teaching students how to protect their digital identities and recognize credible sources online. I would do this by implementing Creative Commons resources and encouraging students to license their own creations.

This week helped me understand what it truly means to learn and teach in an open and connected way. The course website, our blogs, and shared reflections all demonstrate how learning can occur in an online space.
Reading the articles by Graham and Roberts (2019) and Irvine et al. (2022) made me realize how much thought goes into creating open learning environments. The Open Hub Model illustrates how a central hub, like a course blog, can connect students’ individual blogs and help them build confidence before engaging with wider online networks. The Multi-Section Open Course Design article explained how this type of openness also allows instructors to share resources, collaborate, and ensure course content can be accessed after the course semester.
What stood out to me is that open learning isn’t just about technology, it’s about community, trust, and choice. Students have the freedom to decide how public their work is, how they want to express their ideas, and how they connect with others.
In the future, I want to continue exploring what openness means for me as a learner and future educator. I want to include blogs, open resources, and shared digital spaces to make learning more creative and inclusive in my classroom.
AI tools are powerful, but without careful use, they can jeopardize students’ privacy, reinforce bias, or misused privacy are not optional steps; they are vital elements of responsible teaching. The choices we make with AI today directly influence our students’ trust, safety, and learning experiences (Holmes, Porayska-Pomsta, & Holstein, 2022; Floridi & Cowls, 2019).
Watch the video below: “Using AI Ethically in the Classroom; A Teacher’s Guide.” Reflect on how these practices could apply to your teaching context.
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